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Google launches Android 5.0 "Lollipop" with full ARMv8-A 64 bit and OpenGL 3.1 + AEP support on the Nexus 9 tablet powered by the NVIDIA® Tegra® K1 64 bit mobile processor.
In what is surely the most casually cool approach to a product and major OS launch in living memory, Google posted a blog last Wednesday to unveil Android version 5.0 (named Lollipop) and a suite of new Nexus products. Leading the Lollipop charge is the Nexus 9 tablet powered by the NVIDIA Tegra K1 64 bit...

Hi, I’m Dmitry Duka, engineering manager of the NVIDIA GameWorks team in Moscow. We have a passion
for making games more realistic, and I’m excited to share some of the work we do here at NVIDIA,
which enables developers to easily incorporate advanced effects into games.
We collaborate with game developers to make games more exciting. A great example of this was our
work with Ubisoft Kiev on Assassin's Creed 4 Black Flag. We supported the Ubisoft Kiev team in
integrating interactive...

For the latest version of IncrediBuild 5.5, NVIDIA worked closely with IncrediBuild to add compatibility for our Microsoft Visual Studio integrated Android build and debug environment, NVIDIA Nsight Tegra, Visual Studio Edition. IncrediBuild distributed computing software easily accelerates source code compilation and other development tasks.
With this integration, NVIDIA and IncrediBuild are helping developers bring the next generation of graphics, gameplay, and usability to the Android...

The final release of NVIDIA Nsight™ Visual Studio Edition 4.1 has been released under the downloads page. This release adds support for the new Maxwell architecture based GPUs (NVIDIA GeForce GTX 980 and NVIDIA GeForce GTX 970), OpenGL extensions, new types in the frame profiler, and CUDA 6.5 toolkit.
Please note that this release requires a NVIDIA Display Driver version 343.98 or newer.
Download Nsight Visual Studio Edition 4.1 Now!
To download, you must be a member of the NVIDIA...

Stutter and hitching are often talked about when comparing games or measuring performance. However subjective comparisons are not that useful during development. In this article I will show an approach that can be used to quantify frame rate using statistical analysis. This allows for an objective comparison of performance during development. By measuring stutter and reducing it over time you can ensure your game delivers a smooth experience for the gamer.
Although stutter in games has...